First off you should credit GamesUnite for the video as theyre still in development
Second off @Falosaur / GU Animator made the walk thru Blender (correct me if Im wrong) so there wouldnt be much math involved in the first place, Im sure Fal could come up with something mathematically if they were to reply
I personally have a sincos function that gets pretty close to this.
local currentTime = tick()
local x = math.cos(currentTime*10)*.06;
local y = math.abs(math.sin(currentTime*10))*.06;
WalkingCFrame = CFrame.new(x,y,0)
yea sorry about not crediting ill update it, but im pretty sure the walk cycle is done with math cause each weapon has the same one, and it moves on velocity.
Okay so basically, I implemented that math, and made it use velocity, but it also picks up the velocity of the player when falling or jumping, and I have no clue on how to prevent this.
local CurrentTime = tick()
local x = math.cos(CurrentTime*10)*.06;
local y = math.abs(math.sin(CurrentTime*10))*.06;
--//
local Velocity = (self.HRP.Velocity.Magnitude)
local VelocityClamped = math.clamp(Velocity * .25, 0, 10)
WalkCFrame =WalkCFrame:Lerp( CFrame.new(x * .1 * VelocityClamped, y * .35 * (VelocityClamped),0) * CFrame.Angles(y * .05 * (VelocityClamped), y * .05 * (VelocityClamped), 0), 0.12)